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A list of units and gods from the Norse Civilization of Age of Mythology.


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    In general 
  • A Commander Is You:
    • Spammer: They are geared towards mobility and aggression with a "raiding" economy. They gather resources from mobile Ox Carts, and they have two worker units: Gatherers can only build Farms and gather resources, and Dwarves can mine gold quickly but harvest food and wood slowly; buildings are constructed and repaired by their infantry.
    • Brute Force: They get Favor through hunting and battle; any time a Norse unit is fighting anything in the game, they are gaining Favor. The Norse army is dominated by melee infantry with very high attack power, cheap anti-myth unit heroes called Hersirs and powerful myth units, but they are lacking in ranged options.
  • Allohistorical Allusion:
    • The seemingly out-of-place Norse army in Egypt seen in Fall of the Trident is a sly nod to how Vikings have historically made their presence felt as far as the Mediterranean, whether for trade, raiding or serving as mercenaries.
    • The Norse all speak in Icelandic, a reference to how the language is not only one of the closest descendants of Old Norse, but also the most unchanged after over a thousand years.
  • Anachronism Stew: The Norse stand out from the other original civilizations by resembling an Age of Empires II faction in terms of aesthetics, given that their architecture and human units wouldn't look out of place in the Medieval era.
  • Badass Normal: The Norse excel in powerful melee infantry and human myth-slaying Hersirs. Their penchant for both raiding and valorous combat is also reflected in how they gain Favor through fighting.
  • Crippling Overspecialization: Norse worker units are exceedingly geared towards gathering certain resources, but not so much in others. Dwarves, for instance, are great at mining gold, while Gatherers specialize in farming and woodcutting.
  • Horny Vikings: The civilization, of course. Though interestingly, the horned helmets are not worn by their infantry units in-game, but primarily by their cavalry.
  • Rape, Pillage, and Burn: The Norse are encouraged to aggressively raid their enemies because they generate Favor quickly by fighting. Since their infantry can construct buildings instead of their villagers, they can set up a forward base close to their enemy base and fight as soon as they finish.
  • Regional Riff: "Of Norse Not!", when playing as the Norse.
  • Sliding Scale of Divine Intervention: Compared to the Greek gods, the Norse pantheon is noticeably more proactive in mortal affairs be it Loki actively fooling the protagonists while disguised in Fall of the Trident, or Thor personally using his hammer to seal the Tartarus gate underneath Scandinavia.
  • Theme Park Version: Aside from the sagas and Scandinavian folklore, the Norse also have significant Wagnerian touches, such as with the horned helmets which they never really wore.

Major gods

    Odin 
https://static.tvtropes.org/pmwiki/pub/images/odinportrait.png

Ruler of the Norse gods, he never appears directly in the campaign and his only contribution is sending Reginleif to stop Gargarensis.

God Power: Great Hunt (Increases number of animals in an area)
Bonuses: Villagers hunt faster.
Gain two Ravens as scouts upon building a Temple.
Human soldiers regenerate hitpoints when idle. Slow when active.
Hill Fort units have increased hitpoints.
Technologies: Lone Wanderer (Ulfsarks move faster)
Unique Unit: Raven (flying scouts)
Focus: Hill Fort units
Minor God availability: Heimdall and Freyja (Classical Age), Skadi and Njord (Heroic Age), Tyr and Baldr (Mythic Age)

  • Animal Motif: Ravens. He gains ravens as scout units and raven heads on top of his UI. His Wonder has a murder of crows flocking around the Wonder's tower.
  • A Commander Is You:
    • Brute Force: You have plenty of options and routes for your aggression needs: Heimdall (CA) has the God Power "Undermine" (levels up Towers and Walls and heavily damages Town Centers and Fortresses) and the Einherjar siege-based Myth Unit; Skadi (HA) has the "Huntress Axe" tech for Throwing Axemen and the Frost Giant Myth Unit; Njord (HA) has the Mountain Giant Myth Unit and the "Walking Woods" God Power for land-based attacks and the "Long Serpent" tech for Longboats and the Kraken Myth Unit for naval combat; Tyr (MA) has the "Bravery" tech for Huskarls (increased attack against units and buildings) and "Berserkergang" for Ulfsarks (increased attack) as well as the God Power "Fimbulvetr" that targets Town Centers and the Fenris Wolf Brood (more powerful the more of them in the same pack) and Jormund Elver (ranged naval venom shooter) Myth Units; and Baldr (MA) has "Son of Sleipnir" for Raiding Cavalry (increased attack vs. archers), "Dwarven Auger" for Portable Rams (increased attack), the Fire Giant Myth Unit and the "Ragnarok" God Power that turns Villagers into Heroes of Ragnarok.
    • Economist: His God Power "Great Hunt" increases the number of animals (as food source) in an area and his Villagers hunt faster. He also spawns with a bunch of Ravens, allowing for fast scouting of resources. In addition, worshiping Skadi in the Heroic Age grants a farm food gathering increase tech called "Winter Harvest".
    • Unit Specialist: All unit classes sans Archers benefit from Odin's own bonuses as well as bonuses from Gods of all eras, provided they follow specific paths.
      • Infantry: The path to follow is Heimdall/Freyja-Skadi-Tyr. His Huskarls regenerate HP when idle and have an increased HP pool, and worshiping Tyr in the Mythic Age gives them a bonus attack against all units and buildings thanks to "Bravery". His Ulfsarks regenerate HP when idle and benefit from a movement speed thanks to the Odin-exclusive "Lone Wanderer" tech, as well as the Tyr-exclusive Mythic Age tech "Berserkergang", which increases their attack and HP. Throwing Axemen, meanwhile, benefit from Skadi's exclusive attack-increasing "Huntress Axe" tech.
      • Cavalry: The path to follow is Freyja-Njord-Baldr. His Jarls regenerate HP when idle and have increased HP; two Minor Gods (Freyja and Njord) grant further HP increases ("Thundering Hooves" and "Ring Giver") and Freyja also grants a movement speed increase ("Thundering Hooves"). His Raiding Cavalry also benefits from Freyja's "Thundering Hooves", as well as Baldr's "Son of Sleipnir", which increases their damage against archers. Lastly, Freyja grants the Valkyrie unique Myth unit that can heal allies.
      • Siege: The path to follow is Heimdall-Njord-Tyr. Most of Odin's siege potential comes from Myth Units and God Powers: Heimdall grants the Einherjar Myth Unit and the "Undermine" God Power (destroys Walls and Towers and heavily damages Town Centers and Fortresses), Njord grants the Mountain Giant Myth Unit, and Tyr grants the "Fimbulvetr" God Power (summons wolves that attack Town Centers and prevents other God Powers from working while active). As for the units, in the Mythic Age, Tyr gives bonus building attack damage to Huskarls (via the "Bravery" tech); while worshiping Baldr instead grants the "Dwarven Auger" tech for Portable Rams (increased movement speed and attack and decreased training time).
      • Warships: The path to follow is Heimdall-Njord-Baldr/Tyr. Longboats benefit from Heimdall's "Arctic Winds" in the Classical Age (increased HP and speed) and Njord's "Long Serpent" in the Heroic Age (increased attack and crush armor). Dragon Boats benefit from Baldr's "Arctic Gale" in the Mythic Age (increased speed and hack armor). As for units, Njord grants the Kraken and worshiping Tyr instead of Baldr switches the Dragon Boats benefit with another Myth Unit, the Jormund Elver.
    • Pariah: He's extremely reliant on good early game raiding to succeed and his units are very vulnerable to archers, cavalry and base defences. His infantry regenerates, but only very slowly unless they are not moving, and the Norse need to be constantly on the offence in order to rack up Favor and be effective. He's generally considered the worst major God, alongside Gaia.
  • Crippling Overspecialization: One of the reasons Odin's considered quite low tier is that most paths grant specializations for a single unit type: the path Heimdall/Freyja-Skadi-Tyr is focused on infantry (having Skadi also grants an Economy bonus), Freyja-Njord-Baldr is focused on cavalry, Heimdall-Njord-Tyr is siege-based, and Heimdall-Njord-Baldr is warship-based. There's no branch specialized in Archery, though.
  • Eyepatch of Power: He sacrificed an eye to gain knowledge.
  • Grandpa God: Like most depictions of Odin, his portrait portrays him as a white-bearded old man.
  • Horny Vikings: Odin wears a horned helmet.
  • Necessary Drawback: Odin-worshiping Jarls can become quite beefy between the God's own benefits and Freyja's and Njord's techs, which is why, outside of the HP pool extension and regeneration, they don't get other benefits aside from Freyja's "Thundering Hooves" movement speed bonus.
    • They were even beefier in the original version of AoM prior to the 1.06 patch, where they got a +20% bonus from Odin, another +20% from Freyja and Njord's unchanged +25%, and the +10%, +15% and +20% from the Hill Fort respective upgrades. That's a whopping +110% HP bonus. Version 1.06 reduced both Odin's benefit and Freyja's benefit to +10%, with patch v2.7 settling in +15%, leaving a still impressive +95% overall HP bonus.
  • Out of Focus: Odin is notably absent from the campaign, being only played once and the Norse's segment of the campaign revolves mostly around Loki's tricks and rebuilding Thor's Hammer.
  • Skill Gate Characters: Odin has many features that make it easy for a player to get acquainted with how the Norse work. But you may want to play other Major Gods once you get past the skill gate.
  • Stone Wall: His Jarls can get quite beefy. Between the HP regeneration and increased pool and Freyja's and Njord's HP increasing techs ("Thundering Hooves" and "Ring Giver" respectively), they're able to resist quite a lot before going down, especially with Freyja's Valkyries around to heal them. The only reason why they don't qualify as breakers is that, well, they're lacking in the attack department and only receive a speed boost from Freyja's "Thundering Hooves".
  • War God: Most of the Norse Gods qualify, but Odin especially, since most of his benefits go towards your human soldiers.

Raven

Cost: 0 (regenerates every 240 seconds after killed)
Trained at: Temple

  • Airborne Mook: Two of them are summoned the very moment a Temple is built. Prior to Extended Edition, it was as soon as the civ entered the Classical Age.
  • Clever Crows: They can be used to explore the land.

    Thor 
https://static.tvtropes.org/pmwiki/pub/images/thorportrait.png

Son of Odin and Norse god of lightning. Never appears in person, but he uses his hammer to smash closed (and blow up) the Norse Tartarus gate.

God Power: Dwarven Mine (Create a gold mine in a targeted area. The number of gold is based on the Age)
Bonuses: Start with two Dwarves instead of two Gatherers.
Dwarves are cheaper and gather food and wood nearly equal to Gatherers
Build Dwarven Foundry instead of the Armory. It has no Age restriction, in addition, it has additional upgrades.
Dwarven Foundry upgrades are cheaper.
Technologies: Pig Sticker (Villagers deal extra damage to animals and hunt faster), Hammer of the Gods (increases all human unit's attack), Meteoric Iron Mail (increases all human unit's hack armor), Dragonscale Shields (increases all human unit's pierce armor)
Unique Building: Dwarven Foundry (improved Armory)
Focus: Dwarves
Minor God availability: Freyja and Forseti (Classical Age), Bragi and Skadi (Heroic Age), Tyr and Baldr (Mythic Age)

  • Big Good: He is the major god you will play throughout the majority of the Norse campaign.
  • A Commander Is You:
    • Economic: Can create a Gold Mine via God Power anywhere, the amount of gold being based on the current age, starts with two Gatherers and have the "Pig Sticker" tech that allows them to inflict extra damage on wild animals and hunt for food faster. In addition, worshiping Skadi grants them "Winter Harvest", allowing them to gather from farms faster.
    • Research: He has an Armory replacement, called the Dwarven Foundry, which can be built at any age, as well as cheaper and additional upgrades, including a fourth line of Foundry/Armory techs that's exclusive to him.
    • Unit Specialist (Infantry): His Ulfsarks receive a lot of bonuses: Forseti in the Classical Age grants them extra hack armor ("Mithril Breastplate"); Bragi in the Heroic Age ("Call of Valhalla") and Tyr in the Mythic Age ("Berserkergang", which also grants an attack bonus) give them HP bonuses, and Bragi's "Swine Array" grants them an attack bonus vs. cavalry. Meanwhile, Tyr also gives his Huskarls an overall attack bonus via "Bravery" and Forseti adds his Trolls to Thor's infantry roster. All of these units' attacks are also boosted by Bragi's God Power "Flaming Weapons". In comparison to Bragi's bonuses, all Skadi has to offer is an attack bonus for your Throwing Axemen (via "Huntress Axe"), which ends up being the less favored option.
  • Deus ex Machina: In the main campaign, once Brokk and Eitri repair his hammer, he uses it to stop Gargarensis and close the Norse Gate.
  • Extra-ore-dinary: His God Power summons a massive gold ore for you to mine which gets better depending on what age you choose to summon it in.
  • Horny Vikings: Thor has a winged helmet.
  • Theme Park Version: Looks not too far off from the Marvel version of Thor, though he is at least a redhead.
  • Thunder Hammer: The god of thunder's weapon is a hammer, which appears in the UI as a symbol, as well as the ultimate attack upgrade. In the campaign, Loki tricks him into destroying Mjolnir, which forces Thor to order Brokk and Eitri to repair it. Once the hammer is fixed, he uses it to shut the gate.
  • Ultimate Blacksmith: Thanks to the Dwarven Foundry, Thor's worshipers can research all the upgrades from the start of the game and even get bonus upgrades.

    Loki 
https://static.tvtropes.org/pmwiki/pub/images/lokiportrait.png

Norse god of trickery. Appears in-game in the form of Skult.

God Power: Spy (Grant line-of-sight to one enemy unit)
Bonuses: Hersirs move faster.
Hersirs may summon myth units in battle.
Myth units cost less favor.
Longhouse units train faster.
Ox carts move faster and cost less but has less hitpoints.
Technologies: Eyes in the Forest (infantry gain increased line-of-sight)
Focus: Myth units
Minor God availability: Heimdall and Forseti (Classical Age), Bragi and Njord (Heroic Age), Tyr and Hel (Mythic Age)

  • Animal Motif: His UI shows snakes on top of the interface, referencing him fathering the World Serpent, Jormundgandr and possibly the snake destined to drip poison into his eyes as punishment for Baldur's murder.
  • A Commander Is You:
    • Economic: His Ox Carts train faster and cost less but have less HP as a result.
    • Turtle: Worshiping Heimdall grants him "Safeguard", which gives an HP boost to Walls and Towers and makes Towers cheaper.
    • Balanced: With the exception of Archery, all his unit classes get at least two bonuses:
      • Infantry: All his Infantry units gain extra LOS via his exclusive tech "Eyes in the Forest" and, if Heimdall was worshiped in the Classical Age, his Einherjar can empower them by blowing a horn. His Ulfsarks train faster, gain extra hack armor via Forseti's "Mithril Breastplate", extra HP and attack bonus vs. cavalry thanks to Bragi's "Call of Valhalla" and "Swine Array", and another HP and attack bonus via Tyr's "Berserkergang". His Throwing Axemen train faster. His Huskarls get an overall increased attack via Tyr's "Bravery". Worshiping Forseti adds Trolls to Loki's infantry roster. Worshiping Njord adds the God Power "Walking Woods" that can turn trees into living creatures. Worshiping Bragi in the Heroic Age adds the God Power "Flaming Weapons" that temporarily enhances all units' attack.
      • Cavalry: His Raiding Cavalry trains faster. His Jarls get an HP bonus via Njord's "Ring Giver".
      • Siege: Heimdall's God Power "Undermine" destroys Walls and Towers and heavily damages Town Centers and Fortresses, and he also brings the Einherjar siege Myth Unit. Worshiping Njord in the Heroic Age adds the Mountain Giant Myth Unit to the roster. If Hel is worshiped in the Mythic Age, Loki-worshiping Norse can train all three Giant types. Worshiping Tyr grants the God Power "Fimbulvetr" that targets Town Centers and "Bravery" which increases the Huskarls' bonus vs. buildings.
      • Warships: His Longboats benefit from Heimdall's "Arctic Winds" (increases HP and speed) and Njord's "Long Serpent" (increases attack and crush armor). Njord adds the Kraken to the sea roster. Tyr adds the Jormund Elver.
      • Myth Units: They cost less favor for him, allowing him to field more of them. Worshiping Bragi enables the "Thurisaz Rune" tech that increases their movement speed. Worshiping Hel unlocks the "Rampage" tech, which allows all Myth Units to be trained instantly.
      • Hero Units: His Hersirs move faster, train faster, and summon random Myth Units. Worshiping Forseti in the Classical Age grants them extra HP and movement speed via "Hall of Thanes".
  • Battle Aura: Loki's portrayal in Retold has him surrounded by a blue wolf-like aura.
  • Cool Old Guy: Double subverted. Skult is mostly useless for the duration you're with him, but later walks right in front of a ballista to ask the guy firing it to surrender.
  • Evil Laugh: Does this, usually after committing his tricks.
  • For the Evulz: In his backstory, he become bored the life of being a god and decided to use his powers for pissing off anyone and everyone. This is also heavily implied to be his motivation for working with Gargarensis.
  • Greater-Scope Villain: He is the god allied with Gargarensis in the Norse campaign. He tricked Thor into destroying Mjolnir so that Gargarensis and his giant allies can claim the Gate, and personally involve his avatar, Skult, in annoying the heroes.
  • Horny Vikings: He has downward pointing horns on his helmet.
  • The Minion Master: Loki's Hersirs have the ability to randomly summon myth units while they are fighting. This allows them to add numbers in a middle of a fight, tipping the balance in Loki's favor.
  • The Mole: His God Power allows you to turn an enemy unit into this, by giving you its line of sight without the enemy knowing (unless the enemy researches Omniscience)
  • Necessary Drawback: He's locked from worshiping Skadi in the Heroic Age because he already can train all three types of giants via Hel and Njord. Being able to train Fire and Mountain Giants in addition to Frost Giants of Thrym (with the HP boost of "Granite Blood" to boot!) would be a game-breaking overkill.
  • Not in This for Your Revolution: He works with Gargarensis mainly through his "Skult" disguise, but otherwise couldn't care less about his plans or what he intends to do with opening Tartarus. It's implied he's doing this just For the Evulz and to spite the other Norse gods.
  • Sadly Mythtaken: He is considered a "fire god" by the history, which is completely incorrect. This is both because his name sounds similar to "Logi," a personification of fire that challenged Loki himself in a competition, and the similar-sounding name to both Logi and Loki, Loge, was used in The Ring of the Nibelung.
  • The Trickster: His most defining trait. He tricks the heroes twice during the campaign, too. Probably for his amusement. He claims the Battle Standard of Folstag will unite the Norse. It does... against you. Later, when it looks like you killed Gargarensis, turns out that it was Kemsyt, transformed by Loki.

Minor gods

Classical Age

    Heimdall 
https://static.tvtropes.org/pmwiki/pub/images/heimdall.jpg
"You have advanced to the Classical Age through the Vigilance of Heimdall."

Watcher of Bifrost, the rainbow bridge that connected Asgard to Midgard. He is in charged with preventing the giants from attacking the Aesir's home. He watches for when the final battle, Ragnarok, comes.

God Power: Undermine (Destroys walls and towers and damage Town Centers and Fortresses in an area)
Unique Technologies: Arctic Winds (Longboats gain increased hitpoints and speed), Safeguard (Walls and Towers gain increased hitpoints and Tower cost less), Elhrimnir Kettle (Einherjars gain hitpoints and attack)
Myth Unit: Einherjar/Giant-killer Einherjar (Powerful but slow myth units that are strong against buildings. They blow their horn to increases friendly unit's attack.)
Focus: Building
Major God Availability: Odin and Loki

  • Irony:
    • Worshipers of Loki can worship him, the same god that will battle him to the death in Ragnarok.
    • Despite his bonus for defensive buildings, he is effective at destroying buildings.
  • Stone Wall: Literally, he can increase the wall's health. Also, the Einherjar is slow but very defensive.

Einherjar

Cost: 175 Gold, 15 Favor
Trained at: Temple
God-specific bonuses:
Loki: Favor cost -10%.
God-specific upgrades:
Heimdall: Elhrimnir Kettlenote 
Bragi: Thurisaz Runenote 
Hel: Rampagenote 

  • Anti-Structure: Einherjar are decent at destroying buildings, due to their crush damage and high armor.
  • Battle Cry: Einherjar's special ability.
  • The Dreaded: The moment Arkantos spots an Einherjar, one of his norse soldiers are quick to proclaim "Einherjar, the souls of the greatest warriors, we are doomed".
  • Dual Wielding: Also One-Handed Zweihänder, Einherjar fights with two long axes, which become two double-bladed long axes when upgraded.
  • Miracle Food: One of their upgrades feeds them from the Eldhrimnir Kettle, increasing attack and hitpoints.
  • The Undead: Einherjar are undead Vikings chosen by the Valkyrie to live in Valhalla so that they prepare for the final battle.

    Freyja 
https://static.tvtropes.org/pmwiki/pub/images/freyja_7.jpg
"You have advanced to the Classical Age by the Glory of Freyja."

The goddess of beauty and love of nature.

God Power: Forest Fire (Set a forest on fire that deals damage to closeby units)
Unique Technologies: Thundering Hooves (Jarls, Raiding Cavalry, and Valkyries gain increased hitpoints and speed), Aurora Borealis (Valkyries gain increased attack and healing)
Myth Unit: Valkyrie/Shieldmaiden Valkyrie (Horseriding myth units that can are stronger than human units and can heal allies)
Focus: Cavalry
Major God Availability: Odin and Thor

Valkyrie

Cost: 200 Food, 18 Favor
Trained at: Temple
God-specific upgrades:
Freyja: Aurora Borealisnote , Thundering Hoovesnote 
Bragi: Thurisaz Runenote 

  • Combat Medic: Have the ability to heal friendly units at 7.5 HP/s. "Aurora Borealis" imprives this rate by 33%.
  • Healing Hands: Valkyrie's special ability.
  • Shown Their Work: The Valkyries' helmets are winged instead of horned, which is accurate to the myths.
  • Valkyries: Warrior maidens on horseback who chooses warriors who died in battle for the eternal feast in Valhalla. They are effective Combat Medics, as they are capable of combat and can heal allies.

    Forseti 
https://static.tvtropes.org/pmwiki/pub/images/forseti.jpg
"You have advanced to the Classical Age by the Justice of Forseti."

God of justice. He is the judge in the dwarven built palace of Glitnir, where gods would turn to him for disputes among themselves.

God Power: Healing Spring (Create a spring that heals nearby allies. Can be captured by enemies.)
Unique Technologies: Mithril Breastplate (Ulfsark gain hack armor), Hamarrtroll (Trolls gain increased hitpoints, attack, and range), Hall of Thanes (Hersir gain increased hitpoints and speed)
Myth Unit: Troll/Hamarrtroll (Tough long-ranged myth units that can heal themselves when attacking)
Focus: Ulfsarks and Hersir
Major God Availability: Thor and Loki

Troll

Cost: 160 wood, 15 Favor
Trained at: Temple
God-specific bonuses:
Loki: Favor cost -10%.
God-specific upgrades:
Forseti: Hammartrollnote 
Bragi: Thurisaz Runenote 
Hel: Rampagenote 

  • All Trolls Are Different: The trolls are 9 foot tall grey-skinned ape-like creatures that throw rocks, regenerating health in proportion to the damage they deal out.
  • Life Drain: Their attacks replenish their HP.
  • Multiple Head Case: When upgrade to Hamarr Trolls, they get an extra head, which also makes their attacks greater and gives them longer range (and more health), it doesn't make them behave differently though, likely for gameplay reasons.

Heroic Age

    Bragi 
https://static.tvtropes.org/pmwiki/pub/images/bragi.jpg
"You have advanced to the Heroic Age through the Lore of Bragi."

God of poetry and patron of bards.

God Power: Flaming Weapons (Human and Heroes unit gain attack for a duration)
Unique Technologies: Call of Valhalla (Ulfsarks gain increased hitpoints), Swine Array (Ulfsarks deal more damage to cavalry), Thurisaz Rune (Myth units move faster)
Myth Unit: Battle Boar (Tough armored construct that can frenzy and knock away enemies)
Focus: Ulfsarks
Major God Availability: Thor and Loki

  • Anti-Cavalry: Bragi’s technology Swine Arrey makes Ulfsarks more effective against cavalry.
  • Flaming Sword: During the duration of Flaming Weapons, their weapons ablaze.
  • Grandpa God: Appears considerably old and wizened even compared to the other examples on this page.
  • Speedy Snail: Several Norse myth units are quite slow, but Bragi’s runes allows them to speed up.
  • Warrior Poet: The god of them.
  • Wizard Beard: As per his traditional depiction.

Battle Boar

Cost: 250 Gold, 27 Favor
Trained at: Temple
God-specific bonuses:
Loki: Favor cost -10%.
God-specific upgrades:
Bragi: Thurisaz Runenote 
Hel: Rampagenote 

  • Full-Boar Action: Battle Boars are dangerous mechanical beings that can deal a lot of damage to units and buildings alike.

    Skadi 
https://static.tvtropes.org/pmwiki/pub/images/skadi_0.jpg
"You have advanced to the Heroic Age through the Vengeance of Skadi."

A frost giantess and the personification of bitter winter. She was married to the god Njord to prevent her from attacking Aesir to get revenge for her father's death by their hands.

God Power: Frost (Freezes an entire area)
Unique Technologies: Winter Harvest (Villagers gather food from farm faster), Rime (Frost Giants gain hitpoints and attack), Huntress Axe (Throwing Axemen gain attack)
Myth Unit: Frost Giant/Frost Giant of Thrym (A giant myth unit that can freeze a single target)
Focus: Throwing Axeman
Major God Availability: Odin and Thor

    Njord 
https://static.tvtropes.org/pmwiki/pub/images/njord.jpg
"You have advanced to the Heroic Age at the Feet of Njord."

The Vanir god of the sea, winds, and fire.

God Power: Walking Woods (Turn a group of trees into living creatures)
Unique Technologies: Wrath of the Deep (Kraken gain increased hitpoints), Ring Giver (Jarls gain increased hitpoints), Long Serpent (Longboats gain increased attack and crush armor)
Myth Unit: Kraken/Trench Kraken (Naval myth unit that can destroy a naval ship or grab a human unit), Mountain Giant (a giant myth unit that can crush a building)
Focus: Ships and Hill Forts
Major God Availability: Odin and Loki

  • Lord of the Ocean: He is the Vanir sea god worshipped for safe voyages. He is much more beloved by sailors and fishermen than Aegir, another sea god who is known for his tempestuousness. His and the Wrath of the Deep's history page mentions Aegir and his wife Ran, who are also sea gods.
  • Mythology Gag: His advancement text references the story of how he and Skadi got married. She was allowed to choose one of the gods as a husband, but had to choose by their feet alone.

Kraken

Cost: 300 Food, 25 Favor
Trained at: Temple
God-specific bonuses:
Loki: Favor cost -10%.
God-specific upgrades:
Njord: Wrath of the Deepnote 
Hel: Rampagenote 

  • Kraken and Leviathan: It is a giant octopus so large that people mistakes it for an island.
  • One-Hit Kill: Its special ability is grabbing a ship with its tentacle and breaking it in half, destroying it. It can also grab any human units that is foolish enough to stay near the shore. Its ability affected Leviathan in the original release, but it was patched out in Extended Edition.

Walking Tree

Cost: 250 Gold, 27 Favor
Trained at: Temple

  • Cap: Up to 8 trees can be simultaneously affected by the ability.
  • Cast of Snowflakes: Depending on the tree that's affected by "Walking Woods", they'll have different names.
  • When Trees Attack: Whenever Njord-worshiping Norses cast the God Power "Walking Woods" in a part of the map filled with trees, these come alive and attack their enemies.

Mythic Age

    Tyr 
https://static.tvtropes.org/pmwiki/pub/images/tyr.jpg
"You have advanced to the Mythic Age through the Valor of Tyr."

God of valor and bravery. He lost his hand as a result of placing his hand in Fenrir's mouth when the gods were chaining him.

God Power: Fimbulvetr (Summons wolves to attack Town Centers. Prevent God Powers from activating during the duration)
Unique Technologies: Bravery (Huskarl gain increased attack and deal more damage to buildings), Berserkergang (Ulfsarks gain increased hitpoints and attack)
Myth Unit: Fenris Wolf Brood (a myth unit that gain attack when in a pack of other Fenris Wolf Brood), Jormund Elver (Naval myth unit that shoots long-ranged venom)
Focus: Infantry
Major God Availability: Odin, Thor, and Loki

  • Handicapped Badass: Lost his hand to Fenrir, but still a powerful god.
  • Irony: He allows you to summon the Fenris Wolf Brood. You know, the puppies of the same big bad wolf that bit his hand off.
  • Power Nullifier: The Fimbulvetr God Power prevents other God Powers from being used while it lasts.

Fenris Wolf Brood

Cost: 150 Gold
Trained at: Temple
God-specific bonuses:
Loki: Favor cost -10%.
God-specific upgrades:
Bragi: Thurisaz Runenote 

Jormund Elver

Cost: 200 Food, 15 Favor
Trained at: Temple
God-specific bonuses:
Loki: Favor cost -10%.
God-specific upgrades:
Bragi: Thurisaz Runenote 

  • Sea Serpents: As their name would indicate, they're the elvers of the monstrous sea serpent Jörmungandr.

    Hel 
https://static.tvtropes.org/pmwiki/pub/images/hel.jpg
"You have advanced to the Mythic Age through the Malice of Hel."

The youngest child of the god Loki, who was casted into the underworld to be its ruler. Is described to be half woman, but half, rotted like a decaying corpse.

God Power: Nidhogg (Summons Nidhogg, a powerful airborne myth unit.)
Unique Technologies: Rampage (Myth units can be trained nearly instantaneous), Granite Blood (Mountain, Frost, and Fire Giants gain increased hitpoints)
Myth Unit: Mountain Giant (a giant myth unit that can crush a building), Frost Giant (A giant myth unit that can freeze a single target), Fire Giant (a giant myth unit that hurls fireball that bounces into a line of enemies)
Focus: Myth units
Major God Availability: Loki

Nidhogg

Cost: 0 (summoned via God Power)
Trained at: Nidhogg god power
God-specific upgrades:
Bragi: Thurisaz Runenote 

    Baldr 
https://static.tvtropes.org/pmwiki/pub/images/baldr_5.jpg
"You have advanced to the Mythic Age through Faith in Baldr."

God of joy, purity, and innocence. Loved by all gods for his friendly demeanor but was killed by Loki. He will soon be reborn after the events of Ragnarok.

God Power: Ragnarok (Transform all villagers into Heroes of Ragnarok, powerful hero units)
Unique Technologies: Son of Sleipnir (Raiding Cavalry deal more damage to archers), Dwarven Auger (Portable Ram gain increased speed and attack and train faster), Arctic Gale (Dragon Boats gain speed and hack armor)
Myth Unit: Fire Giant (a giant myth unit that hurls fireball that bounces into a line of enemies)
Focus: Siege and Cavalry
Major God Availability: Odin and Thor

  • Battering Ram: Baldr makes dwarven battering rams move faster, hit harder and be trained quicker.

Hero of Ragnarok

Cost: 0 (created from Dwarves and Gatherers by the Ragnarok God Power)
Trained at: Ragnarok God Power
Upgrades: Classical Age/Heroic Age/Mythic Agenote , Copper Weapons/Bronze Weapons/Iron Weaponsnote , Copper Mail/Bronze Mail/Iron Mailnote , Copper Shields/Bronze Shields/Iron Shieldsnote ,
God-specific upgrades:
Thor: Hammer of the Godsnote , Meteoric Iron Mailnote , Dragonscale Shieldsnote 

  • Death or Glory Attack: Activating Ragnarok turns all of your Gatherers and Dwarves into Heroes of Ragnarok, giving you a powerful army but stopping your economy (save for Caravans and Fishing Boats) in the process.
  • Hero Unit: Created from your Gatherers and Dwarves when the Ragnarok god power is used. They're stronger than Hersirs, but have fewer HP and are less effective against Myth Units than the Hersir.

Units

    Gatherer 
Cost: 50 food
Availability: Archaic Age
Trained at: Town Center
God-specific bonuses:
Odin: Food gathering from hunted animals by 10%.
Upgrades: Hand Axe/Bow Saw/Carpentersnote , Pickaxe/Shaft Mine/Quarrynote , Hunting Dogsnote , Husbandrynote , Plow/Irrigation/Flood Controlnote .
God-specific upgrades:
Thor: Pig Sticker note 
Skadi: Winter Harvest note 

  • Instant Militia: Gatherers can transform into an Ulfsark at a cost of another Ulfsark.
  • Worker Unit: One of the worker units in the Norse civilization. Unlike other worker units, Gatherer (and Dwarves) are incapable of building structures aside from Farms. Instead, the Norse infantry can build structures.

    Dwarf 
Cost: 70 gold
Availability: Archaic Age
Trained at: Town Center
God-specific bonuses:
Odin: Food gathering from hunted animals by 10%.
Thor: Thor starts with two Dwarves instead of Gatherers, Gold -10, Wood gathering equal to Gatherers, Food gathering slightly less than Gatherers
Upgrades: Hand Axe/Bow Saw/Carpentersnote , Pickaxe/Shaft Mine/Quarrynote , Hunting Dogsnote , Husbandrynote , Plow/Irrigation/Flood Controlnote .
God-specific upgrades:
Thor: Pig Sticker note 
Skadi: Winter Harvest note 

  • Gameplay and Story Segregation: Despite being a mythological creature, Dwarves are classified as human units instead of myth units.
  • Instant Militia: Dwarves can transform into an Ulfsark at a cost of another Ulfsark.
  • Our Dwarves Are All the Same: The Dwarves are a Norse worker who specializes in mining. Unlike fantasy dwarves, don't expect to be good fighters.
  • Worker Unit: One of the worker units in the Norse civilization. They mine faster than Gatherers do but gather everything else more slowly, unless you are playing as Thor. Like Gatherers, they cannot build structures, something which is done by Norse infantry instead.

    Ox Cart 
Cost: 50 food, 50 wood
Availability: Archaic Age
Trained at: Town Center
God-specific bonuses:
Loki: Food -25, Wood -25, Speed +50%, HP -45%

  • Worker Unit: The Ox Cart serves as a mobile drop-off site for all resources. Because Ox Carts are mobile, they can be moved as close to resources as possible to reduce worker downtime, and there is no need to build new drop-off sites when resources are exhausted.

    Ulfsark 
Cost: 50 food, 30 gold
Availability: Archaic Age
Trained at: Town Center/Longhouse
God-specific bonuses:
Odin: Regenerate at 0.8 HP per second when idle.
Loki: Training time -10%
Upgrades: Medium Infantrynote , Heavy Infantrynote , Champion Infantrynote , Copper Weapons/Bronze Weapons/Iron Weaponsnote , Copper Mail/Bronze Mail/Iron Mailnote , Copper Shields/Bronze Shields/Iron Shieldsnote , Levy Longhouse/Conscript Longhousenote .
God-specific upgrades:
Odin: Lone Wanderernote 
Thor: Hammer of the Godsnote , Meteoric Iron Mailnote , Dragonscale Shieldsnote 
Loki: Eyes in the Forestnote 
Forseti: Mithril Breastplatenote 
Bragi: Call of Valhallanote , Swine Arraynote 
Tyr: Berserkergangnote 

  • Army Scout: Norse starts with a single Ulfsark, who serves as their scout due to their high speed.
  • The Berserker: Ulfsarks are the Norse main infantry unit. They are frenzied warriors who fight with heavy weapons and minimal armor, which the term "berserker" derived from their more famous counterpart. They are affected by Tyr's "Berserkergang" technology, which gives them extra hitpoints and attack.
  • Nemean Skinning: The Ulfsark, who got their name from the wolfskins they wear, like the berserkers and bearskins.
  • Shields Are Useless: Champion Ulfsark carries kite shields, despite the fact that they have the lowest Pierce armor among Norse units.

    Longboat 
Cost: 100 wood, 50 gold
Availability: Classical Age
Trained at: Dock
Upgrades: Arrow Ship Claddingnote , Copper Weapons/Bronze Weapons/Iron Weaponsnote , Copper Mail/Bronze Mail/Iron Mailnote , Copper Shields/Bronze Shields/Iron Shieldsnote , Burning Pitchnote , Conscript Sailorsnote , Heroic Fleetnote .
God-specific upgrades:
Heimdall: Arctic Windsnote 
Njord: Long Serpentnote 

    Drakkar 
Cost: 100 wood, 50 gold
Availability: Heroic Age
Trained at: Dock
Upgrades: Reinforced Ramnote , Copper Weapons/Bronze Weapons/Iron Weaponsnote , Copper Mail/Bronze Mail/Iron Mailnote , Copper Shields/Bronze Shields/Iron Shieldsnote , Conscript Sailorsnote , Heroic Fleetnote .

    Dragon Ship 
Cost: 100 wood, 100 gold
Availability: Heroic Age
Trained at: Dock
Upgrades: Naval Oxybelesnote , Copper Weapons/Bronze Weapons/Iron Weaponsnote , Copper Mail/Bronze Mail/Iron Mailnote , Copper Shields/Bronze Shields/Iron Shieldsnote , Conscript Sailorsnote , Heroic Fleetnote .
God-specific upgrades:
Baldr: Arctic Galenote .

    Hersir 
Cost: 80 food, 40 gold
Availability: Archaic Age
Trained at: Temple/Longhouse
God-specific bonuses:
Loki: Speed +10%, they can summon a random Norse myth unit in battle once they have enough favor to summon them
Upgrades: HP and attack +10% upon advancing an age, Copper Weapons/Bronze Weapons/Iron Weaponsnote , Copper Mail/Bronze Mail/Iron Mailnote , Copper Shields/Bronze Shields/Iron Shieldsnote , Levy Longhouse/Conscript Longhousenote .
God-specific upgrades:
Loki: Eyes in the Forestnote 
Forseti: Hall of Thanesnote 

  • Hero Unit: The Hersir is the Norse hero produced in the Longhouse and Temple. Like other Heroes, Hersirs are strong against myth units and can pick up Relics.
  • Luke Nounverber: Each individual Hersir has a name randomly generated from a pool of first names and last name parts. Sometimes, the names are so bizarre that you don't know whether they're good or not, like Egill Refreshingbeveragepuncher.
  • Worker Unit: Hersirs earn double amount of favor when fighting. From the Classical Age onwards, they also slowly generate Favor.

    Throwing Axeman 
Cost: 50 wood, 40 gold
Availability: Classical Age
Trained at: Longhouse
God-specific bonuses:
Odin: Regenerate at 0.8 HP per second when idle.
Loki: Training time -10%
Upgrades: Axe of Muspellnote , Medium Infantrynote , Heavy Infantrynote , Champion Infantrynote , Copper Weapons/Bronze Weapons/Iron Weaponsnote , Copper Mail/Bronze Mail/Iron Mailnote , Copper Shields/Bronze Shields/Iron Shieldsnote , Levy Longhouse/Conscript Longhousenote .
God-specific upgrades:
Loki: Eyes in the Forestnote 
Skadi: Huntress Axenote 

  • Anti-Air: The Axe of Muspell technology causes Throwing Axemen to deal bonus damage to flying units.
  • Throwing Your Sword Always Works: Throwing Axemen are the Norse's main ranged units (until Tales of the Dragon expansion added the Bogsveigir). Unlike other ranged units, they are classified as infantry and deal hack damage instead of pierce damage. Also, unlike Age of Empires II, the Throwing Axemen throws small hatchets instead of large two-headed axes.

    Raiding Cavalry 
Cost: 40 food, 50 gold
Availability: Classical Age
Trained at: Longhouse
God-specific bonuses:
Odin: Regenerate at 0.8 HP per second when idle.
Loki: Training time -10%
Upgrades: Medium Cavalrynote , Heavy Cavalrynote , Champion Cavalrynote , Copper Weapons/Bronze Weapons/Iron Weaponsnote , Copper Mail/Bronze Mail/Iron Mailnote , Copper Shields/Bronze Shields/Iron Shieldsnote , Levy Longhouse/Conscript Longhousenote .
God-specific upgrades:
Freyja: Thundering Hoovesnote 
Baldr: Sons of Sleipnirnote 

  • Annoying Arrows: Raiding Cavalry has more Pierce armor than other Norse units, making it an efficient, well, raiding cavalry.
  • Fragile Speedster: Raiding Cavalry are fast, but not overtly tough, best used against groups of archers, siege units and villagers, and not much else as they lack the hitpoints to stand firm against infantry and myth units

    Huskarl 
Cost: 75 wood, 40 gold
Availability: Heroic Age
Trained at: Hill Fort
God-specific bonuses:
Odin: Regenerate at 0.8 HP per second when idle, HP +20%.
Upgrades: Medium Infantrynote , Heavy Infantrynote , Champion Infantrynote , Copper Weapons/Bronze Weapons/Iron Weaponsnote , Copper Mail/Bronze Mail/Iron Mailnote , Copper Shields/Bronze Shields/Iron Shieldsnote , Levy Hill Fort/Conscript Hill Fortnote .
God-specific upgrades:
Loki: Eyes in the Forestnote 
Tyr: Braverynote 

  • Annoying Arrows: Like its Goth civ predecessor, Huskarls have the highest Pierce armor compared to other Norse infantry, making them efficient against a horde of archers and defensive strongholds.

    Jarl 
Cost: 50 food, 80 gold
Availability: Heroic Age
Trained at: Hill Fort
God-specific bonuses:
Odin: Regenerate at 0.8 HP per second when idle, HP +15%.
Upgrades: Medium Cavalrynote , Heavy Cavalrynote , Champion Cavalrynote , Copper Weapons/Bronze Weapons/Iron Weaponsnote , Copper Mail/Bronze Mail/Iron Mailnote , Copper Shields/Bronze Shields/Iron Shieldsnote , Levy Hill Fort/Conscript Hill Fortnote .
God-specific upgrades:
Freyja: Thundering Hoovesnote 
Njord: Ring Givernote 

  • Hunter of Monsters: The Jarls deal bonus damage against myth units. However, as they are not classified as heroes, they are still vulnerable to myth units' special abilities.
  • Mighty Glacier: By cavalry standards, Jarls are tough, good against myth units and archers, but are a lot slower than normal cavalry. They're still faster than regular infantry and most myth units though.

    Portable Ram 
Cost: 125 wood, 125 gold
Availability: Heroic Age
Trained at: Hill Fort
God-specific bonuses:
Odin: HP +20%.
Upgrades: Draft Horsesnote , Engineersnote .
God-specific upgrades:
Baldr: Dwarven Augernote 

  • Battering Ram: The Portable Ram unit is two men carrying a sharpened log to slam against buildings. The Engineers upgrade changes the tip into a serpent-like head.

    Ballista 
Cost: 150 wood, 150 gold
Availability: Mythic Age
Trained at: Hill Fort
God-specific bonuses:
Odin: HP +20%.
Upgrades: Draft Horsesnote , Engineersnote , Burning Pitchnote .

    Bogsveigir 
Cost: 80 wood, 40 gold
Availability: Heroic Age (from Tales of the Dragon onwards)
Trained at: Hill Fort
God-specific bonuses:
Odin: Regenerate at 0.8 HP per second when idle, HP +20%.
Upgrades: Medium Infantrynote , Heavy Infantrynote , Champion Infantrynote , Copper Weapons/Bronze Weapons/Iron Weaponsnote , Copper Mail/Bronze Mail/Iron Mailnote , Copper Shields/Bronze Shields/Iron Shieldsnote , Burning Pitchnote , Levy Hill Fort/Conscript Hill Fortnote .

  • Hunter of Monsters: The Bogsveigirs deal bonus damage against myth units. However, as they are not classified as heroes, they are still vulnerable to myth unit's special ability. With that said, Bogsveigir, being archers, is less affected by abilities than Jarls.

Shared myth units

    Frost Giant 
Shared among: Skadi (Heroic Age) and Hel (Mythic Age)
Cost: 200 Gold, 22 Favornote 
Trained at: Temple
God-specific bonuses:
Loki: Favor cost -10%.
God-specific upgrades:
Skadi: Rimenote .
Bragi: Thurisaz Runenote 
Hel: Granite Bloodnote , Rampagenote 

  • Breath Weapon: The frost giants' special attack, who can freeze an unit in place. Unlike the Frost God Power, it doesn't gain the victim extra armor, making them actually vulnerable to attacks.
  • Mighty Glacier: The frost giants are slow, powerful, and made of actual ice to boot!

    Mountain Giant 
Shared among: Njord (Heroic Age) and Hel (Mythic Age)

Mountain Giant

Cost: 250 Goldnote , 25 Favornote 
Trained at: Temple
God-specific bonuses:
Loki: Favor cost -10%.
God-specific upgrades:
Bragi: Thurisaz Runenote 
Hel: Granite Bloodnote , Rampagenote 

  • Mighty Glacier: Mountain Giants can make good work of buildings, but are very slow.
  • Smash Mook: Not as flashy as the other two, but are good at hitting stuff with their gloves and are very durable.

    Fire Giant 
Shared among: Baldr (Mythic Age) and Hel (Mythic Age)
Cost: 300 Gold, 28 Favor
Trained at: Temple
God-specific bonuses:
Loki: Favor cost -10%.
God-specific upgrades:
Bragi: Thurisaz Runenote 
Hel: Granite Bloodnote , Rampagenote 

  • Glass Cannon: Compared to other giants, Fire Giants are rather frail, having less than half as many HP as Mountain Giants do. But their damage output is very good.
  • Incendiary Exponent: Fire Giants are wreathed in flames and use them to attack from afar.

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